China Internet Watch https://www.chinainternetwatch.com China Internet Stats, Trends, Insights Wed, 15 May 2024 12:20:06 +0000 en-US hourly 1 https://www.chinainternetwatch.com/wp-content/uploads/cropped-ciw-logo-2019-v1b-80x80.png China Internet Watch https://www.chinainternetwatch.com 32 32 Tencent’s Impressive Q1 2024 Financial Performance Sets Strong Foundation for Future Growth https://www.chinainternetwatch.com/31054/tencent-quarterly/ Wed, 15 May 2024 12:16:58 +0000 https://www.chinainternetwatch.com/?p=31054 Tencent Holdings Limited has announced its unaudited consolidated results for the first quarter of 2024, showcasing robust growth across various sectors despite challenging market conditions.

The company, a leading internet and technology conglomerate in China, has reported substantial improvements in gross profit and net profit, reflecting its strategic focus on high-quality revenue streams and innovative technological advancements.

Strategic Initiatives and Business Review

Tencent’s latest quarterly results highlight the company’s dynamic approach to growth and innovation. The tech giant has focused on enhancing its core business segments while venturing into new revenue streams, leveraging its technological prowess and market leadership.

In the gaming sector, Tencent continues to solidify its dominance both domestically and internationally. Several flagship titles, including “Fight of the Golden Spatula” and “CrossFire Mobile,” achieved record-high gross receipts. Meanwhile, international hits like “PUBG Mobile” and Supercell’s “Brawl Stars” reported impressive gains in user engagement and revenue, underscoring Tencent’s global appeal in the gaming industry.

The company has also made significant strides in digital content. WeChat Video Accounts saw a dramatic increase in user engagement, with total user time spent rising by over 80% year-over-year.

Similarly, Mini Programs, a staple feature of WeChat, reported a 20% increase in user engagement, reflecting Tencent’s ability to continuously innovate and expand its ecosystem.

Tencent’s advertising sector has benefited greatly from its advancements in AI technology. The introduction of generative AI-powered tools has revolutionized its advertising platform, resulting in higher engagement and more effective ad campaigns. This innovation has been particularly impactful for Video Accounts and Mini Programs, driving substantial growth in advertising revenue.

In the FinTech arena, Tencent’s wealth management business has shown robust growth, marked by a surge in user numbers and average fund investments. Tencent Cloud Media Services, a leader in the media and entertainment sectors, has maintained its strong market position, further demonstrating the company’s diverse and resilient business model.

Operating Metrics

  • Combined MAU of Weixin and WeChat: 1,359 million, a 3% YoY increase.
  • Mobile Device MAU of QQ: 553 million, a 7% YoY decrease.
  • Fee-based VAS Registered Subscriptions: 260 million, a 12% YoY increase.
  • Video Accounts Total User Time Spent: Increased over 80% YoY.
  • Mini Programs Total User Time Spent: Increased over 20% YoY.

Financial Highlights

Tencent’s financial performance in Q1 2024 reflects its strategic focus and operational efficiency:

  • Total Revenues: RMB 159.5 billion ($22.5 billion), a 6% year-over-year (YoY) increase.
  • Gross Profit: RMB 83.9 billion ($11.8 billion), up 23% YoY.
  • Non-IFRS Operating Profit: RMB 58.6 billion ($8.3 billion), a 30% YoY increase.
  • Net Profit Attributable to Equity Holders: RMB 50.3 billion ($7.1 billion), up 54% YoY.

Segment Performance

  • Value-Added Services (VAS): Revenue slightly decreased by 0.9% YoY to RMB 78.6 billion, with social networks and domestic games experiencing minor declines, while international games revenue grew by 3%.
  • Online Advertising: Revenue surged by 26% YoY to RMB 26.5 billion, driven by increased engagement and enhanced AI-powered ad targeting.
  • FinTech and Business Services: Revenue increased by 7% YoY to RMB 52.3 billion, with solid growth in cloud services and wealth management.

Tencent’s first-quarter results highlight its resilient business model and strategic adaptability. The company’s revenue growth, though moderate, is accompanied by a substantial increase in gross profit and operating margin, indicating improved operational efficiency.

Comparing these results with previous quarters and industry peers, Tencent stands out for its balanced growth across diverse revenue streams. The company’s focus on high-margin businesses, such as cloud services and digital content, is a strategic move that is paying off well.

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Tencent Revenues Up 10% in 2023 https://www.chinainternetwatch.com/47050/tencent-2023/ Thu, 21 Mar 2024 12:01:00 +0000 https://www.chinainternetwatch.com/?p=47050 In a year marked by innovation and strategic foresight, Tencent Holdings Limited not only bolstered its financial standing but also set new benchmarks within China’s digital arena. The conglomerate’s 2023 financial results, alongside a series of strategic undertakings, shed light on the thriving dynamics of China’s technology sector and Tencent’s pivotal role therein.

Financial Highlights: A Glimpse into Growth

Tencent’s fiscal narrative for 2023 is one of notable achievements, underscored by a 10% year-over-year growth in total revenues, reaching an impressive RMB609.0 billion (USD86.0 billion).

This expansion is further emphasized by a 23% increase in gross profit, showcasing the company’s enhanced profitability in a fiercely competitive digital marketplace. Furthermore, the non-IFRS profit attributable to equity holders witnessed a substantial 36% increase from the previous year, indicating strong core earnings performance .

The final quarter of 2023 continued this trend, with revenues escalating by 7% year-over-year to RMB155.2 billion (USD21.9 billion), and gross profit and non-IFRS profit attributable to equity holders of the company experiencing significant increases of 25% and 44% respectively.

In 2023, Tencent’s revenue breakdown highlighted the diversity of its business portfolio, with significant contributions from various segments.

The FinTech and Business Services sector emerged as the largest revenue source, representing 31% of the total revenue and amounting to RMB189.0 billion. This segment’s leading position underscores Tencent’s stronghold in the FinTech industry and its successful foray into comprehensive business services.

Following the FinTech and Business Services sector, the Online Games segment was the second-largest contributor to Tencent’s revenue, accounting for 29% and totaling RMB177.0 billion. This demonstrates the continued vitality of online gaming within Tencent’s business model.

The fastest-growing segment in 2023 was Tencent’s Cloud Computing business, which experienced a remarkable 30% year-over-year revenue increase, reaching RMB109.0 billion. This growth outpaced the other segments, notably the Social Networks segment, and underscored Tencent’s effective strategy and execution in the competitive cloud services market.

Overall, Tencent’s 2023 financial performance showcased the strength of its FinTech and Business Services as the leading revenue generator, with the Cloud Computing segment leading in growth, reflecting the company’s adaptability and strategic positioning in China’s evolving digital landscape.

Strategic Endeavors and Innovation

2023 saw Tencent advance through strategic milestones:

Enhancing User Experience: Tencent’s WeChat Video Accounts doubled in user time spent, thanks to improved algorithms and creator support. Additionally, the Mini Games platform’s gross receipts soared by over 50%, reinforcing Tencent’s leadership in China’s casual gaming sphere .

Pioneering in AI: The launch of Tencent Hunyuan, an AI model of a trillion-parameter scale, marks a leap in Tencent’s technological prowess, solidifying its commitment to spearheading digital innovation .

Commitment to Society and Environment: Tencent’s digital philanthropy platform set a new record with RMB3.8 billion raised during the 99 Giving Day campaign, while its New Cornerstone Investigator Program supported 104 scientists, promoting scientific research .

As of the end of 2023, Tencent Music Entertainment Group (TME) reported a notable increase in its music subscribers. The total number of online music paying subscribers reached 90 million, marking an 18% year-over-year growth.

Market Engagement and User Dynamics

Tencent’s operational statistics reveal evolving trends in user engagement:

  • The MAUs of Weixin and WeChat stood at 1,343 million by December 2023, a 2% increase year-over-year, highlighting the platforms’ expanding influence in social media .
  • Despite a marginal decline in VAS revenues, Tencent’s strategic emphasis on content diversity and innovative services positions it for sustained growth amidst market challenges .

Tencent’s 2023 saga is one of strategic brilliance and financial vigor, positioning it at the forefront of China’s digital transformation. With its commitment to innovation, user-centricity, and societal impact, Tencent is poised to continue shaping the contours of China’s digital future.

Mobile reach in China: Tencent, Alibaba, Baidu, ByteDance, vs. Kuaishou

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China’s Tech Giants Lead in Global User Spending, Tencent Tops the Chart https://www.chinainternetwatch.com/43649/data-ai-top-publisher-2023/ Tue, 12 Mar 2024 00:00:00 +0000 https://www.chinainternetwatch.com/?p=43649

Tencent and ByteDance Secure Top Positions in Global Rankings

Data.ai, a leading provider of internet data and analytics, has released its Global Publisher Awards for the year 2024, showcasing the world's top 50 publishers based on user spending across iOS and Google Play stores in 2023.

Leading the pack, Tencent and ByteDance, both hailing from China, have claimed the top two spots with annual user spending of $8.67 billion and $5.05 billion, respectively.

This achievement marks Tencent's seventh consecutive year at the pinnacle, largely fueled by the success of its MOBA game, "Honor of Kings," which also stands as the second-highest-grossing product globally, trailing only behind the match-three game "Candy Crush Saga."

In total, Tencent boasted 10 products each exceeding $100 million in global annual user spending in 2023.

Following closely, miHoYo surpassed NetEase to secure the eighth position, with annual user spending reaching $2.15 billion. NetEase, anothe...

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Chinese Game Developers See Robust Growth in 2023, Capturing a Significant Share of the Global Market https://www.chinainternetwatch.com/43166/chinese-game-developers-2023/ Thu, 31 Aug 2023 00:00:26 +0000 https://www.chinainternetwatch.com/?p=43166

At the "2023 Think Games Event" held in Shanghai, Zhou Yang, General Manager of Google's Gaming Industry in Greater China, shared some insightful observations about the performance of the gaming industry, particularly highlighting the achievements of Chinese developers.

With half of 2023 already behind us, Zhou Yang reflected on the year's progress.

"From a revenue perspective, the overseas market in the first half of 2023 has halted its decline and is showing signs of revival. If we focus solely on the first half, there's even a slight growth,"

he remarked. Chinese developers have outpaced the overall market, with a revenue growth rate of 6.5% in the year's first half. This showcases a step forward for China in the competitive global gaming landscape.

Zhou Yang revealed a remarkable statistic: Chinese developers now account for 24% of the total gaming revenue from overseas markets. This means that for every 100 units of currency spent by global players, 24 units go to Chin...

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China’s Esports Industry Grows, Despite Slight Dip in Yearly Revenue https://www.chinainternetwatch.com/30903/esports/ Tue, 15 Aug 2023 13:00:19 +0000 https://www.chinainternetwatch.com/?p=30903

The first half of 2023 has witnessed a warming trend in China's esports industry. With leading esports products maintaining steady operations, the launch of new games, and the strong return of competitive events, the industry's revenue and user base remain stable.

This September, esports will make its official debut at the 19th Asian Games in Hangzhou, signaling potential further growth in the latter half of the year.

According to a report released jointly by the Esports Committee of the China Audio-Video and Digital Publishing Association (ESC), the China Game Industry Research Institute, and the China Esports Industry Research Institute, the esports industry revenue from January to June 2023 amounted to CNY 75.993 billion.

This represents a slight decrease of 0.66% compared to the previous year but showcases a promising sequential growth of 11.74%.

The breakdown of this revenue is intriguing. Esports gaming accounts for 84.84% of the industry's income, with esports live s...

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Game streaming platform Huya mobile MAU up 15% in Q3 2021 https://www.chinainternetwatch.com/31073/douyu-huya-updates/ Wed, 10 Nov 2021 08:05:53 +0000 https://www.chinainternetwatch.com/?p=31073 Huya’s total net revenues for the third quarter of 2021 increased by 5.7% to RMB2,975.5 million (US$461.8 million), from RMB2,814.8 million for the same period of 2020.

Net income attributable to HUYA Inc. was RMB524.4 million (US$81.4 million) for the third quarter of 2021, compared with RMB253.0 million for the same period of 2020.

Non-GAAP net income attributable to HUYA Inc. was RMB180.0 million (US$27.9 million) for the third quarter of 2021, compared with RMB361.2 million for the same period of 2020.

The average mobile MAUs of Huya Live in Q3 2021 increased by 14.7% to 85.1 million, from 74.2 million in the same period of 2020. The total number of paying users of Huya Live in the third quarter of 2021 reached 6.0 million, compared with 6.0 million in the same period of 2020.

China eSports market overview and forecast

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Burberry co-created mobile game skins for Honor of Kings with Tencent https://www.chinainternetwatch.com/31760/burberry-honor-of-kings-skins/ Mon, 22 Mar 2021 07:52:51 +0000 https://www.chinainternetwatch.com/?p=31760 In Honor of Kings’ first co-creation with a luxury brand, Burberry Chief Creative Officer Riccardo Tisci has exclusively designed two skins for the mobile game’s popular heroine, Yao.

Centered around the theme of the ‘Spirit of Nature’, this collaboration draws upon Burberry’s longstanding exploration of the relationship between humans and nature.

The fashion house’s affinity to the outdoors links harmoniously with Honor of King’s character Yao, who embodies the spirit of nature and is able to take the form of a deer – also an expression of the Burberry animal kingdom house code.

In keeping with the fashion house’s signature gabardine, pioneered by founder Thomas Burberry and designed to protect its wearer against the elements, Yao plays the role of a protector for her fellow gamers within Honor of Kings.

Yao’s two exclusive skins have been inspired by Burberry house codes as reinterpreted by Riccardo. Seamlessly blending the physical and digital worlds, Yao’s ‘Spirit of Nature’ new skin draws upon Burberry’s rich heritage and includes references to the iconic House check, the trench coat, and the Thomas Burberry Monogram.

Burberry launched its first luxury social retail store, empowered by WeChat

This skin draws upon the classicism of these Burberry hallmarks and reinvents them into a modern look for Yao to reflect her strong, dynamic and adventurous character.

Yao’s ‘Spirit of Nature’ deer takes a mirrored form, drawing upon Riccardo’s fascination with the concept of duality and the creativity found in two perspectives.

In Honor of King’s first collaboration with a brand on its ‘Legend’ skin offering, Burberry has co-created a ‘Spirit of the Forest and Ocean’ Legend skin for Yao using one of the runway looks from the house’s Spring/Summer 2021 collection ‘In Bloom’ – a collection inspired by thoughts of regeneration, dynamic youth and reconnecting with nature.

Yao’s look draws upon the collection’s mythical marine references and features a statement warm royal blue collarless trench coat and a crystal-embroidered vest. Mirroring the essence of the look, the ‘Spirit of the Forest and Ocean’ Legend deer pulsates blue light through its crystal body.

Building upon the existing partnership between the luxury fashion house and Tencent, this collaboration continues to reflect Burberry’s ambitions to push boundaries through innovation and creativity, enabling the Burberry community to explore the digital realm of Honor of Kings in an exciting new concept.

The exclusive Burberry skins will be available to purchase for all Honor of Kings players in mainland China. The skins will then remain part of the players’ permanent collection.

China luxury consumer behavior study 2020

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How Tencent’s investment strategy made it US$120 billion in 2020 https://www.chinainternetwatch.com/31738/tencent-investment/ Wed, 10 Mar 2021 11:52:57 +0000 https://www.chinainternetwatch.com/?p=31738

Tencent made a total of about US$120 billion in 2020 through its minority stakes in about 100 listed companies. Such achievements are enough to make any venture capital company in Silicon Valley envious.

Tencent is one of the largest and smartest technology investors in the world, holding shares in a range of companies, including Snap and Meituan. It even had a 5% stake in Tesla.

According to Sina News, Tencent gained about US$120 billion in total in 2020 through its minority stake in about 100 listed companies, which is about six times its expected profit in 2020.

The increase highlighted Tencent's activity as a stock investor, far more than Apple, Alphabet, Microsoft, and Facebook, which have abundant cash reserves. Most of these companies invest their cash conservatively in bonds and government securities.

Tencent, by contrast, invests part of the cash it generates in a wide range of equity investments.

As of the end of 2020, Tencent's shares of listed companies (excl...

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China game live streaming revenues to double by 2021 https://www.chinainternetwatch.com/31031/game-live-streaming/ Mon, 23 Nov 2020 06:57:11 +0000 https://www.chinainternetwatch.com/?p=31031

Tencent proposed that the top two online gaming streaming platforms Douyu and Huya enter into a stock-for-stock merger, as a result of which Huya or its subsidiary would acquire each outstanding ordinary share of Douyu.

Is China's game live streaming market that lucrative? Let's dig into some data.

Game live streaming users dropped to 68.12 million in September 2020 from 80.6 million in Sept 2019. 60.3% of these users are between 19-24 years old and the majority (92.5%) male.

In 2019, China's live game streaming market grew rapidly, and the independent game live streaming platforms exceeds 20 billion yuan revenues. Huya revenues increased by 79.6% year-on-year and Douyu's 99.3%. It is expected that the overall market will expand to nearly 40 billion yuan by 2021 and 50 billion by 2022.

Live streaming remains the primary revenue source for game streaming platforms, accounting for 93.5% of total in 2019.

Live game streaming platforms in China reache...

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China online gaming users hit 540 million in 2020 https://www.chinainternetwatch.com/31352/online-gaming-market/ Tue, 03 Nov 2020 01:11:58 +0000 https://www.chinainternetwatch.com/?p=31352

China online gaming users have grown to about 540 million or 57.4% of total internet users in the first half of 2020.

Mobile online games users reached 536 million or 57.5% of total mobile internet users.

According to CNNIC, 25.8% of mobile apps in the Chinese market are games, the largest category by total number of apps. In terms of time usage, mobile gaming apps account for 6.6%.

According to the report by China Game Industry Research Institute, the actual sales revenue of the Chinese game market reached 139.493 billion yuan from January to June 2020, with a year-on-year growth of 22.34%. Mobile accounted for over 75% of total online gaming revenues.

Top Chinese mobile apps in 2010s dominated by video apps...

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Game streaming platform Huya mobile MAU up 39% in Q1 2020 https://www.chinainternetwatch.com/30616/huya-q1-2020/ Thu, 21 May 2020 11:48:54 +0000 https://www.chinainternetwatch.com/?p=30616 China’s game live streaming platform Huya announced 47.8% growth in net revenues to RMB2,411.9 million (US$340.6 million) in Q1 2020 from RMB1,631.5 million in Q1 2019.

The net income attributable to HUYA Inc. was RMB171.2 million (US$24.2 million) for Q1 2020, representing an increase of 169.8% YoY from RMB63.5 million.

Non-GAAP net income attributable to Huya was RMB263.4 million (US$37.2 million) for Q1 2020, representing an increase of 100.7% YoY from RMB131.3 million.

The average mobile MAUs of Huya Live in the first quarter of 2020 reached 74.7 million, an increase of 38.6% YoY from 53.9 million. The average MAUs of Huya Live reached 151.3 million, an increase of 22.2% YoY.

The total number of paying users of Huya Live in Q1 2020 reached 6.1 million, an increase of 13.0% YoY from 5.4 million.

Since Tencent became its largest shareholder in April 2020, they have been strengthening their collaboration, especially in live streaming content and capabilities.

Huya Financial Results in Q1 2020

Total net revenues for the first quarter of 2020 increased by 47.8% to RMB2,411.9 million (US$340.6 million), from RMB1,631.5 million for the same period of 2019.

Live streaming revenues increased by 46.5% to RMB2,274.5 million (US$321.2 million) for the first quarter of 2020, from RMB1,552.5 million for the same period of 2019, primarily due to the increase in average spending per paying user and the number of paying users on Huya Live.

The increase in average spending per paying user was primarily driven by the enhancement of content attractiveness and the improvement in user experience. The increase in the number of paying users was primarily driven by the Company’s user growth.

Advertising and other revenues increased by 74.0% to RMB137.5 million (US$19.4 million) for the first quarter of 2020, from RMB79.0 million for the same period of 2019, primarily driven by the rising demand from an increasing number of advertisers, the advertising distribution platform launched by the Company in the third quarter of 2019 and strengthened recognition of Huya’s brand name in China’s online advertising market.

Cost of revenues increased by 42.6% to RMB1,937.1 million (US$273.6 million) for the first quarter of 2020 from RMB1,358.1 million for the same period of 2019, primarily attributable to the increase in revenue-sharing fees and content costs, bandwidth costs and personnel-related costs.

Revenue sharing fees and content costs increased by 37.7% to RMB1,532.6 million (US$216.4 million) for the first quarter of 2020 from RMB1,113.1 million for the same period of 2019, primarily due to the increase in virtual item revenue sharing fees in relation to higher live streaming revenues, and continued spending in content creators and e-sports content in both domestic and overseas markets.

The year-over-year increase was partially offset by benefits from economies of scale.

Bandwidth costs increased by 42.1% to RMB240.1 million (US$33.9 million) for the first quarter of 2020 from RMB169.0 million for the same period of 2019, primarily due to an increase in bandwidth usage as a result of the Company’s larger user base and enhanced live streaming video quality, partially offset by improved efficiency in bandwidth utilization through continued technology enhancement efforts.

Gross profit increased by 73.7% to RMB474.8 million (US$67.1 million) for the first quarter of 2020 from RMB273.4 million for the same period of 2019. The gross margin increased to 19.7% for the first quarter of 2020 from 16.8% for the same period of 2019.

Research and development expenses increased by 73.3% to RMB156.1 million (US$22.0million) for the first quarter of 2020 from RMB90.0 million for the same period of 2019, mainly attributable to increased personnel-related expenses.

Sales and marketing expenses increased by 36.3% to RMB106.5 million (US$15.0 million) for the first quarter of 2020 from RMB78.2 million for the same period of 2019. The increase was primarily attributable to the increased marketing expenses associated with the promotions for the Company’s products and brand name in both domestic and overseas markets, as well as increased personnel-related expenses.

General and administrative expenses increased by 5.1% to RMB90.2 million (US$12.7 million) for the first quarter of 2020 from RMB85.8 million for the same period of 2019, mainly due to the increased personnel-related expenses.

Operating income increased by 372.5% to RMB133.3 million (US$18.8 million) for the first quarter of 2020 from RMB28.2 million for the same period of 2019. The operating margin increased to 5.5% for the first quarter of 2020 from 1.7% for the same period of 2019.

Non-GAAP operating income, which excludes share-based compensation expenses, increased by 136.5% to RMB227.2 million (US$32.1 million) for the first quarter of 2020 from RMB96.0 million for the same period of 2019. Non-GAAP operating margin increased to 9.4% for the first quarter of 2020 from 5.9% for the same period of 2019.

Income tax expenses increased by 98.0% to RMB37.6 million (US$5.3 million) for the first quarter of 2020 from RMB19.0 million for the same period of 2019.

Net income attributable to HUYA Inc. for the first quarter of 2020 increased by 169.8% to RMB171.2 million (US$24.2 million), from RMB63.5 million for the same period of 2019.

Non-GAAP net income attributable to HUYA Inc. for the first quarter of 2020, which excludes share-based compensation expenses, gain on fair value change of investments, and income tax effects on non-GAAP adjustments, increased by 100.7% to RMB263.4 million (US$37.2 million), from RMB131.3 million for the same period of 2019.

Diluted net income per American depositary share (“ADS”) was RMB0.73 (US$0.10) for the first quarter of 2020, compared with RMB0.29 for the same period of 2019. Each ADS represents one Class A ordinary share of the Company.

Non-GAAP diluted net income per ADS was RMB1.12 (US$0.16) for the first quarter of 2020, compared with RMB0.59 for the same period of 2019.

As of March 31, 2020, the Company had cash and cash equivalents, short-term deposits and short-term investments of RMB10,316.7 million (US$1,457.0 million), compared with RMB6,329.1 million as of March 31, 2019.

Net cash provided by operating activities decreased to RMB135.1 million (US$19.1 million) for the first quarter of 2020, from RMB501.7 million for the same period of 2019. The decrease was primarily attributable to the increase of annual cash bonuses paid to its employees, the increase of fees paid to broadcasters and the increase of licensing fees paid for broadcasting e-sports tournaments.

For the second quarter of 2020, Huya currently expects total net revenues to be in the range of RMB2,600 million to RMB2,630 million, representing a year-over-year growth of between 29.3% and 30.8%.

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China gaming revenues rose 25% in Q1 2020 https://www.chinainternetwatch.com/30484/gaming-q1-2020/ Wed, 22 Apr 2020 07:05:02 +0000 https://www.chinainternetwatch.com/?p=30484 Gaming revenues in China exceeded 73.2 billion yuan (US$10.31 bn) in Q1 2020, an increase of 25% compared with Q4 2019 according to a joint report by China Audio-Video Digital Publishing Association and IDC.

mobile gaming

Revenues from mobile gaming rose 37.6% QoQ to 55.4 billion yuan (US$7.80 bn), accounting for 75.6% of total gaming revenues in the Chinese market. Revenues from computer-based games fell 1.1% QoQ.

Domestic market revenues from Chinese game developers increased by 29.7% QoQ to 62.4 billion yuan while overseas market revenues rose 31.2% to US$3.8 billion. The US, Japan, and South Korea are the main revenue sources, accounting for 67.6% of total overseas revenues.

The number of gaming users in China grew to 654 million in Q1 2020, an addition of 2 million from Q4 2019. Female gaming users increased by 17.05% QoQ in Q1 2020 with 19.24 billion yuan revenues. E-sports gaming users grew by 8.31% with total revenues of 39.1 billion yuan in Q1 2020.

China per capita income down 3.9% in Q1 2020, expenditure down 12.5%

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Game live streaming platform Douyu revenues up 78% in Q4 2019 https://www.chinainternetwatch.com/30395/douyu-q4-2019/ Mon, 23 Mar 2020 06:32:14 +0000 https://www.chinainternetwatch.com/?p=30395 The game-centric live streaming platform in China Douyu reported an 8% growth YoY in monthly active users of 165.8 million in Q4 2019, from 153.5 million in Q4 2018. The average mobile MAUs in Q4 2019 increased by 29.3% to 54.4 million from 42.1 million in Q4 2018.

Douyu’s quarterly average paying user count in the fourth quarter of 2019 increased by 70.8% to 7.3 million from 4.2 million in the same period of 2018.

Fourth Quarter 2019 Highlights

  • Total net revenues for Q4 2019 increased by 77.8% to RMB2,062.9 million (US$294.9 million) from RMB1,160.2 million in Q4 2018.
    • Live streaming revenues increased by 84.1% to RMB1,892.5 million (US$270.5 million) from RMB1,028.1 million in Q4 2018, primarily driven by the increase in both the number of paying users and ARPPU
  • Gross profit increased by 934.6% to RMB375.2 million (US$53.6 million) from RMB36.3 million in the same period of 2018, implying a gross margin of 18.2% in Q4 2019, compared with 3.1% in Q4 2018.
  • Net income was RMB157.4 million (US$22.5 million), compared with a loss of RMB271.4 million in Q4 2018, implying a net margin of 7.6% in Q4 2019.
  • Adjusted net income was RMB186.4 million (US$26.6 million), implying an adjusted net margin of 9.0%, compared with an adjusted net loss of RMB232.5 million in the same period of 2018.

Full Year 2019 Highlights

  • Total net revenues in the full year of 2019 increased by 99.3% to RMB7,283.2 million (US$1,041.1 million) from RMB3,654.4 million in the same period of 2018.
  • Gross profit in the full year of 2019 increased by 692.0% to RMB1,196.2 million (US$171.0 million) from RMB151.0 million in the same period of 2018, implying a gross margin of 16.4% in the full year of 2019, compared with 4.1% in the same period of 2018.
  • Net income in the full year of 2019 was RMB33.3 million (US$4.8 million), compared with a net loss of RMB876.3 million in the same period of 2018, implying a net margin of 0.5% in the full year of 2019.
  • Adjusted net income in the full year of 2019 was RMB346.4 million (US$49.5 million), implying an adjusted net margin of 4.8%, as compared with an adjusted net loss of RMB818.5 million in the same period of 2018.

Huya expects its total net revenues to be in the range of RMB2,100 million to RMB2,160 million in the first quarter of 2020, representing year-over-year growth between 41.0% and 45.0%.

Check out its competitor Huya’s Q4 performance here.

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Social media company JOYY global mobile MAU over 485 million in 2019 https://www.chinainternetwatch.com/30392/joyy-q4-2019/ Mon, 23 Mar 2020 05:54:07 +0000 https://www.chinainternetwatch.com/?p=30392 JOYY, previously known as YY, saw its global average mobile MAUs grown to 485.2 million, 78.8% of which were from markets outside of China.

The average mobile MAUs of Likee (formerly known as Like) increased by 208.3% to 115.3 million in Q4 2019 from 37.4 million in Q4 2018.

The average mobile MAUs of JOYY’s global live streaming services increased by 21.5% to 158.9 million from 130.8 million in Q4 2018, 102.8 million of which were from China, including 41.2 million from YY, which increased by 3.8% year over year, and 61.6 million from Huya, which increased by 21.5% year over year.

56.1 million live streaming MAUs were from outside of China, including 23.1 million from BIGO LIVE, which increased by 18.6% year over year, and 33.0 million from HAGO (casual-game-oriented social media platform), which increased by 57.9% year over year.

Average mobile MAUs of imo was 211.0 million.

The total number of paying users of YY increased by 9.8% to 4.5 million from 4.1 million in Q4 2018. Total number of paying users of Huya increased by 5.9% to 5.1 million from 4.8 million in Q4 2018. See Huya’s competitor Douyu here.

YY’s financial highlights in Q4 2019:

  • YY’s net revenues increased by 64.2% to RMB7,618.2 million (US$1,094.3 million) from RMB4,640.9 million in Q4 2018.
  • Net income attributable to controlling interest of JOYY Inc.1 was RMB172.8 million (US$24.8 million), compared to RMB694.7 million in Q4 2018.
  • Non-GAAP net income attributable to controlling interest of JOYY was RMB600.8 million (US$86.3 million), compared to RMB846.9 million in Q4 2018, primarily due to the impact of the consolidation of Bigo Inc (“Bigo”)

YY’s net revenues increased by 62.2% to RMB25,576.2 million (US$3,673.8 million) from RMB15,763.6 million in 2018. Net income attributable to controlling interest of JOYY Inc. was RMB3,445.2 million (US$494.9 million), compared to RMB2,209.0 million in 2018.

Non-GAAP net income attributable to controlling interest of JOYY was RMB2,252.6 million (US$323.6 million), compared to RMB3,274.1 million in 2018.

9 Brands’ great results from WeChat Mini Program live streaming campaigns

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China’s online gaming market shrank by 10.8% in Q2 2018 https://www.chinainternetwatch.com/27098/online-gaming-q2-2018/ Thu, 18 Oct 2018 12:00:05 +0000 https://www.chinainternetwatch.com/?p=27098
China’s online gaming market decreased by 10.8% YoY to US$8.29 billion in Q2 2018. Mobile games accounted for 65.1%. Tencent is the biggest player with a share of 53.17%.

China’s online gaming market totaled 57.36 billion yuan (US$8.29 bn) in Q2 2018, a negative growth of 10.8% year-on-year and 3.6% quarter-on-quarter.

Mobile games contributed 65.1% to the total online gaming revenue in Q2 2018, a slight drop compared with the previous year. PC games show a growing trend as e-sport increasingly gains popularity and becomes an official item of the international sports events.

Tencent remained its leadership position with the largest share of 53.17% in Q2 2018. Netease and Perfect World took the next two places with a share of 17.54% and 2.7%, respectively. Bilibili moved up to sixth place with a share of 1.38%.

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Apple’s App Store took US$3.57 bn from China in Q2 2018, up 25% YoY https://www.chinainternetwatch.com/25747/app-store-q2-2018/ https://www.chinainternetwatch.com/25747/app-store-q2-2018/#respond Tue, 10 Jul 2018 03:00:30 +0000 http://www.chinainternetwatch.com/?p=25747

Apple's App Store generated 23.7 billion yuan (US$3.57 bn) from China in Q2 2018, up 25% over Q2 2017 (US$2.86 bn) and 6% over Q1 this year.

Almost the same as Q1 2018, though mobile gaming apps accounted for the lion's share of 79% in revenues, it only increased by 15% from Q2 2017, which is nothing compared with the skyrocketing growth of entertainment apps (163%).

Comparing with online music and e-book, online video had the largest user base. The daily active users of online video reached 940 million, up by 11.9% from the same period last year.

Apple's App Store derived 31% of its global revenues from China, the largest share for two consecutive years, according to Sensor Tower.

The total downloads reached 2.3 billion in Q2 2018, up by 11% year-on-year, representing 32% of the global downloads, the most in four consecutive years. Specifically, mobile gaming apps saw the most downloads of around 540 million, accounting for 23% of the total, but it only increased b...

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WeChat launched rewarded video ads platform for mini-games https://www.chinainternetwatch.com/24399/wechat-rewarded-video-ads/ https://www.chinainternetwatch.com/24399/wechat-rewarded-video-ads/#comments Tue, 15 May 2018 00:00:09 +0000 http://www.chinainternetwatch.com/?p=24399

WeChat officially launched rewarded video ads platform for mini-program games. Advertisers can deliver rewarded video ads at specific mini-games scenes.
Rewarded trigger lets brands get more exposures at mini-games
By playing video ads while playing mini-games, users can get corresponding rewards, such as an extra life or bonus points. Meanwhile, only by watching the full video can users get rewards. In this way, the video ads can be completely displayed and greatly accepted by users.
Basic information for mini-games rewarded video ads
Ads position: The actual mini-games scene that video ads would be triggered to play is determined by WeChat mini-program game developer.

Product form: Ads in portrait mode can support both 16:9 and 9:16 video formats while ads in landscape mode can support 16:9 video format.

Promotion target: To support both mobile application promotion and brand activity promotion.

Pricing: charged using tiered CPM pricing model. A minimum price of 50 ...

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[INSIGHTS] China texas poker players exceeded 60 million https://www.chinainternetwatch.com/23037/chinese-texas-holdem-poker-gaming-players/ https://www.chinainternetwatch.com/23037/chinese-texas-holdem-poker-gaming-players/#respond Wed, 07 Mar 2018 03:00:25 +0000 http://www.chinainternetwatch.com/?p=23037

One day, the Beijing police clamped into a private dining room in the Dongcheng District, whereby a venture capital circle chief sat. At this point, the chief and his admirers are sitting around the Texas poker table with lots of chips on hand, and the phone screen filled with money transfers.

The venture capital circle chief is Xu Chaojun, the former head of Renren, serial entrepreneur, as well as a preacher in Texas Poker. Xu Chaojun was arrested on suspicion of gambling charges by the prosecutors of Xicheng District, the amount involved summing up to 3 million, though in actuality, the amount can be much higher than this.

In April, Xu Chaojun recently represented the Chinese Dragon Team in Texas Hold 'em Poker competition, the last highlight before his arrest.
Texas Hold 'em entered the Chinese market around 2010, with the specific route of entry untested. Before the incident regarding the Xu gambling god, the Chinese venture capital circles' deep commitment was constantl...

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Top 10 public companies by game revenues in 2016 https://www.chinainternetwatch.com/20176/top-10-companies-game-revenues-2016/ https://www.chinainternetwatch.com/20176/top-10-companies-game-revenues-2016/#comments Tue, 04 Apr 2017 04:00:15 +0000 http://www.chinainternetwatch.com/?p=20176 China Mobile Gaming Market Insights 2015

Tencent is the number one public company ($10.2 bn) in the world by game revenues in 2016, followed by Sony ($7.88 bn) according to Newzoo. Another Chinese company Netease also made it to the top 10 ($4.2 bn) whose revenues grew by over 50%.

Global_Games_Market_Per_Region-2016

APAC territories will generate $46.6 billion in 2016, or 47% of total global game revenues according to Newzoo.

China alone accounts for half of APAC’s revenues, reaching $24.4 billion in 2016 to cement its place as the largest games market in the world, ahead of the US’s anticipated market size of $23.5 billion. China will remain the largest games market for the foreseeable future, growing to $28.9 billion by 2019.

Top 10 Public Companies by game Revenues

top-public-companies-by-game-revenues-2016-1

1490541297-7400-b308def6cfa15d5

Consolidation of the Top 10

top-public-companies-by-game-revenues-2016-2

The current top 10 public companies by game revenues accounted for 54% of the global games market in 2016, up from 43% in 2015.

Related: China online gaming market overview 2011-2019

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China online gaming market overview 2011-2019 https://www.chinainternetwatch.com/20149/online-gaming-market-2011-2019/ https://www.chinainternetwatch.com/20149/online-gaming-market-2011-2019/#comments Fri, 31 Mar 2017 02:00:10 +0000 http://www.chinainternetwatch.com/?p=20149 mobile-games-ar

China online gaming market reached 177 billion yuan (US$25.7 bn) in 2016 and is estimated to grow to exceed 232 billion yuan (US$33.69 bn) in 2019 according to data from iResearch.

china-online-gaming-market-2011-2019e-01

The proportion of mobile games grow to over 56% in 2016 and will exceed 66% in 2019. The total number of mobile gaming users is 521 million and the PC end has 484 million users in 2016.

china-online-gaming-market-2011-2019e-02

Tencent is the top online gaming company by revenues with 325.2 billion yuan (US$47.23 bn) revenues from PC and 383.4 bn yuan (US$55.68 bn) from mobile, followed by Netease (PC: 108.3 bn yuan/US$15.73 bn; mobile: 165.1 bn yuan/US$23.98 bn).

This article is an excerpt from EBook – China Internet Insights 2017

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